Alternate Currencyhttp://www.glitterbook.com/arg
stories and dreams, crossing my palm like silverSat, 12 May 2012 02:33:23 +0000en-UShourly1https://wordpress.org/?v=4.9.8Well, well.http://www.glitterbook.com/arg/?p=49
Sat, 12 May 2012 02:33:23 +0000http://www.glitterbook.com/arg/?p=49I haven’t been back around these parts in quite some time, I see.

Life has been busy.

Life has also had chunks of incredible boredom, but we shall draw a veil over this time. It was an unnatural state for me — and not very interesting, besides.

I don’t often get the chance to play ARGs, anymore. Mostly because I am so busy making (video) games as of late that I don’t even have time to fold my laundry, much less crack codes and crack wise with a community. I dress from the dryer, people. I’m a woman on the edge.

I also don’t get to play ARGs because … there really aren’t that many around, anymore. At least, there aren’t any games that, as Sean Stewart likes to put it, ask me to dance. I stop by Unfiction’s forums when I can, but even with all the activity in the News and Rumors section, I don’t see much that’s new, much that’s been broken out into a meaty, mystery-filled subforum filled with enthusiastic threads and fresh content. I see puzzle trails. I see meandering indie efforts.

It’s strange.

The last real experience I spent any great amount of time on was for A Map of the Floating City, an ARG-like web game that concluded late last summer.

For the most part, I truly enjoyed many aspects of the game, and thought that several elements were innovative, engaging, and immersive. But a year ago, I was also feeling a great deal of conflict within my own heart about this genre and all of its offshoots. My decision to play was reluctant, fueled only by my affection for Thomas Dolby’s music and a gentle nudge from his tour manager, who happens to be an old skool online journaler from back in the day before blogs and tumblrs and flickrs and all that jazz. Personally, I was still coming to terms with the grief of the past couple years – losing my Dad, losing my dream job. I wanted this game to heal some of that for me. ARGs had been life-affirming for me in the past, after all, and I craved that community feeling once more.

Unfortunately, the team-based scoring competition drove a rather jingoistic wedge through most of the community, and my own little Southern tribe was abandoned by its appointed in-game moderator for unknown reasons. And although The Delta had two major story characters on its roster, they were both effectively prevented from assisting us because of the plot.

And while I’ve truly enjoyed heading up to D.C. (twice now) for Dolby concerts and to meet my tribespeople, I have worried that this frustrating experience was going to be it for a while. Judging by my profile creation at the Floating City website, we’re coming up on the game’s one year anniversary. I haven’t found anything like it since.

However, I find that I haven’t given up on a) wanting to play more of these damned things, and b) eventually making experiences like this, again. I love video games, and I love where I work, but I am a storyteller, and I want to be a writer again.

I don’t know what that means for me, but that’s where I’m at.

Hello.

]]>I see you shiver with Intima-http://www.glitterbook.com/arg/?p=37
Mon, 27 Jul 2009 06:43:58 +0000http://www.glitterbook.com/arg/?p=37Late last year I developed a wee little crush on the This Is My Milwaukee ARG.

It was never quite clear if the developers behind the narrative knew that what they were creating was something a community would label as an Alternate Reality Game, but the team seemed to take it in stride, answering several phone calls in-character, and even hosting a freezing-cold live event in NYC’s Central Park in the dead of winter.

The narrative ground to a halt, however, causing sincere dismay amongst the small Unfiction group that had been following the story faithfully from the beginning. In fact, it took us all several weeks to stop posting our own little pleas and prayers in the Unfiction forum section for TIMM that the thing would come back alive, that it would sweep us back into its absurd embrace where Milwaukee was being run by a mysterious corporation named Black Star, where Chuck Jagoda was not only a big eater, but had things like museums named after him.

To date, the TIMM website lays dormant, and the playerbase has scattered, for the most part. Occasionally one or two people will ‘check in’ on the ARG by posting in a forum thread at Unfiction, or calling one of the in-game numbers, but the momentum has all but vanished. There is no there there.

And so I feel a little weirded out over my feelings on the Intimation ARG.

Intimation’s narrative started right around Christmastime in 2008, and has been a steady ticking clock of updates and scattershot narrative that requires an avid community to glue it all back together into a cohesive format. Live event geocache trails administered through gpsmission.com seemed like they might have been just the hook to bring in a fresh batch of players, based upon our necessity to collect more fragments by visiting actual geographical waypoints, but sadly, the game stalled when certain locations did not have the player base to support completing those missions. (I was pleased as punch to get to do two of them, though, for both Hollywood and Los Angeles!)

The team adapted successfully, however, bringing those pieces from actual twisty walkable paths to virtual web-related ones: we were now invited to trawl a maze of nodes and letter pairs, all leading to other places that had trivia questions about the Halo universe, audio files from the Lewis and Clark crew, and the fairy-tale story of a little girl scared and lonely inside of a machine.

(If this all sounds a little reminiscent of the previously-produced ARG ilovebees, give yourself a shiny gold star!)

Excitement mounted as a few more avid ARG players joined the audience – the fresh blood gave more urgency and organization to the proceedings. As a group, our collective interpretation of the events was stronger, more intense, more fraught with meaning…

… just in time for ARGfest, where we were surprised by a dead-drop placed in a small park in Portland, just a few blocks from the main hotel where the convention-goers were staying. Four small Braille-inscribed skulls later, and the community grew again: new people who’d helped out on the ground were drawn in to the story, and wanted to know more. The existing players got the thrill of teaching new people about what had transpired before. Player resources were created.

Momentum was reaching a pleasurable high.

And, here we are, dead in the water. After the small skulls were found in the Portland park, after the accompanying data cards were read and analyzed, after the story told us to expect a door to open, after we waited for days for the cue to begin saving the little girl in the machine of whom we’d grown so fond, a curious silence fell over everything.

Meta speculation in the community posed the idea that perhaps whoever was behind the game left directly from ARGfest to Comic-Con, which just concluded this evening in San Diego. But, mostly, there was confusion. All these new players suddenly had nothing to do but wait. All the old players felt a little foolish for getting their hopes up for either a stirring conclusion, or the finish on a satisfying Prologue segment to a larger experience.

Momentum was lost. And I can’t help but feel like it’s My Milwaukee all over again – the narrative ceasing, a normal update completely missed, the new players dropping away from the tempo and music of a story just as we’d begun fine-tuning the harmonies.

It is my hope now that Comic-Con is over that the developers come back to this project and finish it off properly. I believe they missed a great opportunity to carry things forward, to safeguard our collective trust in them to close things off in a satisfying way. (Insert metaphors here about striking hot irons and herding cats, where needed.)

I worry, perhaps a little too late, about the grassroots aspect of Alternate Reality Gaming, about the ability and determination of almost any team nowadays who are attempting a campaign to see it through successfully.

A solid finish has alarmingly become the exception, rather than the rule.

I suspect our little group of players for Intimation will hear from the characters soon enough, but I wanted to mark this intense feeling many of us have been having about the opportunity missed, about the sharp yank I personally felt at being dropped from the story so suddenly, when I’d finally begun to care more than a little about the characters.

This mail is confirmation that you have successfully renewed your subscription to Xbox Live 12 mo. Gold Membership. This renewal goes into effect on Monday, November 10, 2008. Here is a description of the service:

Xbox Live 12 mo. Gold Membership

To view the total charges for this transaction (including any applicable sales tax), please go to https://billing.microsoft.com. If you have any questions, please go to www.xbox.com/support, or call Xbox Customer Support at 1 (800) 4MY-XBOX.

Thank you for using Microsoft Online Services.

The Xbox Live team.

Since 2004 I’ve had the full Gold subscription, thanks to a little game called I Love Bees. Online gaming via console has really blossomed over the last year or two, so I suspect that I would have gotten a full year’s subscription with renewals sooner or later, but at the time I first plunked down cash for a subscription card at the midnight release of Halo 2, there was very little reason for me to invest in such a thing.

The immediacy of the community that I had helped to foster as a player through an Alternate Reality Game was impetus enough: I wanted to continue feeling the camaraderie and amazing potential power of the collective after the ARG itself was over. And even though I miss being a player of ARGs, I still hope and work to make every ARG experience I help design and execute capture some of the potential for this sort of community to flourish again. It’s humbling and awesome when it happens.

My online gaming now mostly consists of Rock Band 2 and Little Big Planet, but I still love to hop onto Halo 3 and see what shenanigans are afoot. It still feels like coming home.

]]>Very Serious Business:http://www.glitterbook.com/arg/?p=29
Tue, 14 Oct 2008 22:04:44 +0000http://www.glitterbook.com/arg/?p=29Apparently, I did not disable my plugins before upgrading this blog a few weeks ago. Because of that, my attempts to log in would result in a redirect to the login screen, over and over. My Google-fu searches for a solution to this issue finally led me to this: ftp to the server, re-name the plugins folder for this blog, and then attempt logging in again. Now I could update the database and proceed normally. Whew. I’ve been wanting to write about game stuff, and my nerd apathy and frustration kept me bereft and annoyed. Haha.

Can YOU find all of the hidden clues? Make sure you’ve got the high-quality version playing, as some of the Easter Eggs are very subtle and quick!

Have fun searching!

]]>What is true now, as it has been for ages:http://www.glitterbook.com/arg/?p=24
Thu, 24 Jul 2008 06:17:46 +0000http://www.glitterbook.com/arg/?p=24Every art form has its patrons.
]]>Choose Your Own Adventurehttp://www.glitterbook.com/arg/?p=23
Tue, 08 Jul 2008 19:43:34 +0000http://www.glitterbook.com/arg/?p=23I was just talking with another designer here at work, and one thing she said is something that is vital to ARG design:

It is important to let the players have the narrative of the story.

Pushing the narrative, especially through meta-communication (asserting excessive control through the in-game conduits, or through out-of-game methods) can have a pretty distinct chilling effect on the immersive nature of the experience.

(Maaaan, I had several more paragraphs written here, but I just deleted them because I can’t make a succinct enough point, and there are dudes jackhammering and sawing right outside my window here in the office. Anyway, I’ll just leave the basic concept note there, and if I come back to it, I come back to it.)

]]>Don’t like this Venn diagram? Wait five minutes.http://www.glitterbook.com/arg/?p=22
Fri, 06 Jun 2008 23:10:33 +0000http://www.glitterbook.com/arg/?p=22It is increasingly apparent to me that it is virtually impossible to legislate trust between players. Trust can be built, however, between the puppetmasters and the players.

The boundaries that exist between these two entities can blur, twist, and change from game to game, but ultimately, the puppetmasters are the arbiters of narrative flow. If they choose not to filter, if they choose to encourage, or to fabricate narrative elements in the game arena, that is certainly a design choice, but it remains theirs. The players are playing. To me, it has always seemed a fruitless exercise to blame players for a game that stumbles and fizzles. If a design choice gives a subset of players the power to move the narrative in ways that prevent play for an even greater subset, that is still a design choice on the part of the puppetmasters.

The players are people living in the real world, with real world rules as their only true guideline (unless they become criminals). The narrative that defines the game is still vetted by the puppetmasters.

]]>Webby Award Nominee: World Without Oilhttp://www.glitterbook.com/arg/?p=21
Tue, 08 Apr 2008 17:54:51 +0000http://www.glitterbook.com/arg/?p=21Ken Eklund’s World Without Oil project has been nominated for a Webby Award. Curiously, it’s under the category “Games,” but congrats to the team (again)!
]]>DIYhttp://www.glitterbook.com/arg/?p=20
Tue, 08 Apr 2008 15:00:26 +0000http://www.glitterbook.com/arg/?p=20Excellent.
]]>World Without Oil = Winner!http://www.glitterbook.com/arg/?p=19
Tue, 11 Mar 2008 17:40:07 +0000http://www.glitterbook.com/arg/?p=19World Without Oil is taking home the Activism award at this years SXSW Interactive Festival!

Congrats to the team, and most especially to the players, without whom the game would have been a mere shadow of activism and awareness against the backdrop of reality.

Thanks again to Ken Eklund, creator and driving force behind the design and aesthetic of the project. I am very proud to have worked with you, and I am excited to see what you come up with next!

]]>World Without Oil a Finalist at SXSW!http://www.glitterbook.com/arg/?p=18
Sun, 10 Feb 2008 17:43:43 +0000http://www.glitterbook.com/arg/?p=18Thanks to Jane and Ken for alerting me to the news that the World Without Oil ARG is one of the top five finalists in the Activism category for the SXSW Web Awards this year!

imbri posted this link in an IRC channel, and now I know why I kept thinking, all day Friday, why I should maybe try to remember why February 8th felt like a day I should remember why it felt important and significant and stuff. It bugged me, but I was also way tired and eventually gave up. I can’t even remember simple words and names, lately, so.

But, anyway. Happy 6th birthday, Lockjaw.

Alternate Reality Games, I think, were bolstered by that little grassroots project helping to fill the quiet that followed the end of the Beast. I am still very proud of being part of that amazing little team. What’s even more amazing to me personally is how every single person on that team was dealing with a significant amount of life crap during the campaign, stuff that would normally smush your average modern human, but somehow we all soldiered on and completed the game. A few of us have kept on with the genre in the years since, creating cross-media narrative projects as our actual day (and night and weekend) jobs.

Thank you, Lockjaw players, for giving me a reason to look forward to the next day. It was hard work, but I love that collaboration we shared very much. It meant the world to me, and that’s no lie.

It sounds great – it was really quite a group of people gathered together at the 42 offices, sitting on the floor and on comfy couches, chatting about games and trust and the importance of a good narrative. I am honored, once again, to be a guest on the ‘cast, the first time being back in the sunny days of June of this year for World Without Oil. I feel quite grateful to be a part of something that is developing and growing more substantial by the day — the process of such things fascinates me, even when I am not always eloquent nor knowledgeable about how such things come about. Sometimes I really enjoy hearing people talk about this stuff.

I feel like there were some great things said about trust, and about puppetmasters not trying to be more clever than their players (especially in the sense of causing a feeling of competition between the PMs and the player community). In a slightly doofy way, I also enjoy that this group of people with a fairly complex set of histories was able to come together and speak so passionately and intricately about what is truly a burgeoning art form.

I especially liked that I was coming into the ‘cast a few seconds after actually working on some things. Those tasks were then resumed once we finished recording. Making the ARG is really the most important thing, for me. There’s a time for meta, naturally, but the sheer pleasure of game theory, to me, has always been a visceral one. Digging in the dirt. First-hand eyewitness reporting.

Ain’t no time like the present, after all.

]]>On the Air!http://www.glitterbook.com/arg/?p=15
Wed, 13 Jun 2007 02:39:22 +0000http://www.glitterbook.com/arg/?p=15The PM team behind World Without Oil was graciously asked to appear in Episode 27 of ARGNet’s Netcast, and it’s up now!

If you’re hip to the ARG community, there’s a buncha familiar voices, including my own. :) I even come up with a new band name in this episode!

It was surprisingly fun to do the ‘cast, and it was nice to get the gang together again to talk about the project. We met up on our sekrit PM conferencing line later to have drinky things and sort of put the whole project to rest (the team is still working on the archive, of course), which I think brought a satisfying sense of closure to things, at least for me.

It was a great experience, and I am still so utterly impressed with the player base. Our hopes and dreams can be so dazzling and rosy-colored, but as Jane discussed here, it was fascinating and heartening to see the darker side, too. It might even be because we were all playing inside an alternate reality that the players had the freedom to really play with unhappy circumstances, or the boundaries of their comfort zones. Good stuff. Could talk about it for hours.

But hey, at least you can go listen to an hour of it.

]]>Greg Allen’s Rules for Making Good Theaterhttp://www.glitterbook.com/arg/?p=14
http://www.glitterbook.com/arg/?p=14#respondWed, 27 Dec 2006 16:07:23 +0000http://www.glitterbook.com/arg/?p=14I was just explaining to my friend Ali what Neofuturism was, and I was cribbing notes from the Neofuturist’s mission statement to do so. So I scrolled down and caught the link to Greg’s rules, and thought again just how often and how intensely the theatrical stage and the art involved in putting on a play is so very close to the process and art of making an ARG.

Rule #1: Don’t create good theater. You must intend to create GREAT theater. We don’t need any more perfectly good productions of perfectly good scripts. You are setting out to do something great or it’s not worth doing.

I would say that the pitfall of this rule is in how you approach it, primarily because it’s easy to consider that everything you create is gonna be “great.” That’s why there are other rules to help supplement this one, and to help define what can be defined as more than “perfectly good.”

Rule #12: Do not suspend your audience’s disbelief. Involve the audience. Make sure you remind them that they are watching live theater. Q: Why do people go to the theater? A: To have a visceral connection with live performers. Take that ball and run with it. If you want to suspend the audience’s disbelief, make a movie. Movies accomplish this much more successfully.

Now, if you know me at all, you know I love TINAG, so why on earth would I select this rule as a highlight? I think that while it’s very important for an ARG to never acknowledge to itself that it’s a game, it’s also important for the Puppetmasters to be very aware of the boundaries and emotional structure of the narrative. There should be a sense of motion or movement in terms of the ‘audience’ (players) interacting with the ‘actors/script’ (characters/game), a vitality that indicates awareness of the chemistry, the give-and-take – even if there’s no e-mail/chat element to the ARG! The ride may be on rails, but the Puppetmaster should strive for honesty in the dynamic so that it can feed the idea of there being an unexpected result, of the characters inside the game having a recognizable human quality that the audience can immediately relate to.

If you’re letting go of the pretense of enforcing an alternate reality, of forcing the immersion, you make it that much easier for your players to fall down that rabbithole.

Rule #17: Change the material world. A small part of the world should be somehow altered by each performance. Something should be destroyed, consumed, built, adorned, or the space itself should be newly endowed by the end of each night of the show. Leave the stage a mess.

I have nothing to say to this rule but: YES.

Rule #23: Establish ritual through repetition. Give the audience a ritual or repetitive pattern with which to identify. Create a shared history for the audience. Once a ritual is established, you can speak volumes through tiny variations on a theme. The art is in the details. There’s nothing better to than feeling part of an inside joke.

&

Rule #25: Unify the audience. Give the audience shared experiences which create faith and trust in each other. Create an event that brings disparate people to identify with each other through their mutual, but individual, experience of the show.

People who have been through an ARG with a well-formed community are nodding their heads enthusiastically after reading Rules #23 and #25. Again, a Puppetmaster doesn’t really need to enforce a community’s identity: it’s best to let the players define that space for themselves. Lots of details, and things-that-have-a-pattern can really give the players somewhere to rest their brains in the social space of the game, and gives them an organic framework and vocabulary that they can use to communicate with each other.

]]>http://www.glitterbook.com/arg/?feed=rss2&p=140TINAWP: a responsehttp://www.glitterbook.com/arg/?p=13
http://www.glitterbook.com/arg/?p=13#respondThu, 30 Nov 2006 07:12:53 +0000http://www.glitterbook.com/arg/?p=13I’d like to point you to a post that Jackie wrote in response to the recent publication of a Whitepaper on ARGs, created under the auspices of the Special Interest Group for ARGs at the IGDA.

It is cogent and well-expressed.

]]>http://www.glitterbook.com/arg/?feed=rss2&p=130A Perpetual Rebirth of Wonderhttp://www.glitterbook.com/arg/?p=12
http://www.glitterbook.com/arg/?p=12#respondThu, 12 Oct 2006 01:30:35 +0000http://www.glitterbook.com/arg/?p=12I’d like to point you to this, which is a definition that allows for worlds of possibilities.

Thank you, Brooke.

And that’s really the crux, isn’t it? What do you have, if you cannot inspire wonder? Your innovations and your grandiose promises mean nothing if your heart is not tethered tightly to the experience. Your products and your marketing fall flat if the memories you’re engendering grow flat and metallic with time.

Nostalgia is not weakness.

Love may be ephemeral, but it may also be the very thing that saves your game from being a shill-tastic collection of hyperlinks and hoopla.

]]>http://www.glitterbook.com/arg/?feed=rss2&p=120Up the Ante.http://www.glitterbook.com/arg/?p=11
http://www.glitterbook.com/arg/?p=11#respondSun, 17 Sep 2006 22:53:18 +0000http://www.glitterbook.com/arg/?p=11A lot of video gaming for me over the past few years has been accompanied by a rather intense sense of discovery. Many of the small things I’ve realized usually connect directly to my own fears and insecurities about gaming in general. What if I am not smart enough to solve this level? What if my hand-eye coordination is not up to snuff? What if no one wants to play with me?

Becoming a braver gamer is a process that I am experiencing currently. Mostly, I try to shed my fear of failure. I often want so much for a narrative to remain unbroken in a game’s flow that I often give up if I can’t solve a puzzle or complete a level smoothly the first time through. For so many reasons, games just aren’t designed that way. Learning curves and the vocabulary of movement are things that are built in to nearly every game you encounter in your life. There’s an initial dialogue between you and the game, a sense of introduction and agreement. You make a pact with the game to play with the rules it proposes.

My biggest mistake is assuming that those rules are it. There is nothing else. In the past, I’ve worked hard to frighten myself into clinging to those rules with a death grip, forgetting the joy of exploration, forgetting to have dialogues with myself that use the rules to break outside of what is generally expected. I wanted to be a participant, but not at the expense of my ego, or my pride. What I was missing all along was that my pride could be the thing that I earn a bit more of upon completion. A sense of gaining, rather than chipping away.

The past couple of years I’ve been challenged by friends to spend a bit more time looking around me. To see how I approach gaming, and to find encouragement in the idea that there is still all the game’s value and reward available to me if I take fifty tries to get to the end, instead of just one.

Alternate Reality Games have a great deal to do with this, naturally: in an arena where sometimes you have only you as a game piece, you have to assess and act as seems befitting for your reality in that moment. Is it your time to be a hero? Can you really don a cape and go flying off to save the damsel in distress? The rules of your own reality say “Well, generally, no,” but the rules of your reality also do not restrict against singing to prove you’re a human, either. I find pathways to solutions now that were not so apparent to me back in my Atari Childhood Days. I explore more. I have run across Halo 2 rooftops in the Outskirts, not only looking for the hidden sword, but trying to see the whole place from a new perspective. I’ve run behind the Hotel Zanzibar sign and smacked it with the butt of my gun. I’ve spent meditative moments way up above the sniper alley, contemplating sunsets and complex polygons. I’m no crazy skull hunter, but I also am a lot more comfortable about making the game work to my own pace now, instead of letting it dictate to me. That distinction may not have been lost on the lot of you out there, but for me it’s been a pretty empowering revelation.

What originally prompted this train of thought was my recent purchase of a fancy-schmancy dance pad for the Dance Dance Revolution games I have for the Playstation 2 and XBox consoles. I loved the games when I first got them, but felt frustrated and inhibited by the cheaper dance mat sliding around a lot as I worked up to more difficult songs. I don’t anticipate ever being stupendously awesome at this game, mind you, but I did feel like maybe I was letting something simple get in the way of me reaching my potential – especially with something that was getting me off my couch and getting my heart rate up. Breaking my leg to “Hysteria” would receive an A for Effort, but an F in Common Sense.

Now the game feels like a game again – complete with the addictive (PS2 version) lure of earning points towards unlockable items, like songs and challenge modes. “Oh, 7 more points? 7 more songs! No problem!” Songs that felt prohibitively dangerous on the old slippery pad now feel more funky and fun on the Red Octane now.

Perhaps it seems a bit odd to equate exploration of a gaming universe with what essentially amounts to shelling out cash for a better controller, but to me that is still a part of gaming for me – the environment one finds themself in, and the mode of emotion and motivation they use to achieve particular goals.

Not sure where I am going to store this new toy, though. It’s frkn heavy, and huge.

]]>http://www.glitterbook.com/arg/?feed=rss2&p=110Ordeal by Chequehttp://www.glitterbook.com/arg/?p=3
http://www.glitterbook.com/arg/?p=3#respondTue, 25 Jul 2006 21:20:59 +0000http://www.glitterbook.com/arg/?p=3Swiped from a Metafilter AskMetafilter post: Ordeal by Cheque, a short story told entirely in checks written out to various people in various amounts, over a certain amount of time.